The ShiftstonedEternal Power Calculator is a deck-building tool that visualizes your odds of drawing enough Influence and Power based specifically on the cards found in your deck.
Deck Rarities
31 28 4
Card Types
25 3 27 0 25
Archetype
Aggro
Updated
January 1, 2021
Added
December 17, 2020
Views
1,278
Eternal Version
Empire of Glass
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Revisions (Since last major patch) January 1, 2021
Scrap Heap honestly doesn't do much, ive only used it to set up a finisher with the weapon in the market.
As for the wolf goes. A lot of people say there are better options. I will agree that the wolf is not spectacular by any means, however all other 1/1s dont have the same synergy as the wolf does.
This deck is designed to deal damage using many weak units every turn. And wolf helps secure that ideal.
A wolf on turn 1, deal 1 damage.
A wolf on turn 4, pop player aegis, finish with burn/units.
Comparing wolf to autotread.
Both 1/1
Both deal 1 damage.
For wolf it stops there.
For autotread, pay 1, discard, gain +1/+1
Wolf has a higher chance of staying on the field than autotread. No one is threatened by a generic 1/1. Thats what makes it perfect to buff with a fast spell.
Autotread. The same reason its so favored, is the same reason I avoid using it. It grows. And its too slow for this deck.
Let's say with the perfect hand. Autotread turn 1, turn 2 pay 1 discard 1.
What are you going to discard? The buff spell? No. The grenadin drone? Why. You're meant to play many units not big ones. Oh what about a sigil?
On a perfect and you have 3 sigil. You wouldn't discard one when turn 3 is your power spike. May you get buffs, relics, or even a 4/1 dragon.
The deal 1 dmg, pop aegis. Thats it. Wolf is more efficient that regards.
Hello. I tried this deck (just in casual) and worked great. 3-0 and won every game T4. So I think it is good aggro deck. If I would want some changes. I would go more in grenadin probably. Disassembler and Coalscrunger over Forge wolf and Shavka Evangel. I was surprised how good is Beacon of war. Wish you good luck in climbing and some good rewards at the end of the month.
Starting with mono-red is always a good idea, just quit the games you are losing and you will quickly gain stone and gold. I like grenadin myself, there are a ton of different ways to build them. The meta has been getting into decks with lots of effects that kill your 1 health creatures though, so I've been using Shrine to Karvas to try and mitigate that. Lot's of fun. Are you a member of the Farming Eternal discord?
Im not sure if its the farming discord, but I got the invite directly from the direwolf website. And so far, my main issues with this deck is going against mono blue control, and lifegain decks. Everyone else is too slow to establish the board to do anything.
Some other issues I have is not being able to create a swarm. 4 3/1s or 3 5/1s are nice, but I want a horde. Like 9+ every game. So im looking for ways to accomplish that.
Hi there. I like the Idea. There are some things I would change about the deck while keeping it budget friendly and maintaining the core concept:
-4 forge wolf (does too little)
-3 Kaleb's favor (your curve stops at 3, and you already have fire etchings)
-3 bladekin apprentice (it grows so slowly for this kind of deck)
-4 Urn of choking embers (spending a whole card on this kind of effect is a great way of losing the game due to running out of gas)
-2 Barricade basher. What if I told you you can play baricade basher without reckless or discarding a card? Well, that card exists. It's Prism Golem -3 Light'em up (does too little) -2 Rampage(this deck goes wide not tall)
-2 Gaudy showman (too fragile. there are better cards for that effect)
Now to filling up the open slots:
Torch (just a great burn spell)
Oni Ronin (2/1 for 1 + warcry. This guy on turn one feels so good)
Oni Patrol (another great 1 drop, wonderful for going turn 1 one drop into turn 2 double one drop)
more copies of Assembly Line (great budget option at going wide and setting up lethal)
Fire Conjuring (stricktly better Rally. It's good to have more than 4 copies of this kind of effect)
Prism Golem 5/5 for 3 without downside. Good beater
Passionate Stonehammer: Has evasion. Berserk is soo good with rally or relentless pursuit
Censari Dervish or Stonescar Sawed-Off (much better than showman, help you push extra damage the turn they're played)
Thunder of Wings: Exhaust a grenadin to get a 4/1 with flying and charge. Good to bypass blockers
Finally the market:
Pillage can help you get rid of big lifesteal/endurance units
-Thunder of Wings move this to main deck
If you already have a copy, I suggest replacing Kaleb's Intervention with Melt Down.
Edict of Shavka if you face aegis or primal/justice units
Mindfire to help you get throgh blockers
I think I actually own all of those already, only thing I dont really agree with is removing the Urn of choking embers. Its fantastic for mirror matches, and really helps me to secure the 4 turns uncontested. As a lot of decks I come across dont play a unit until turn 3. Replacing the 1/1 wolf with one of the oni units makes perfect since.
Also with the torch spell, is torch fine or should I run the 2 mana fast spell version?
Yeah I was thinking that too, but that makes it feel like a different deck entirely. It makes it feel more like the win condition is build the board. Rally.
The original plan was speed.
1/1 charge or 1/1 wolf turn 1
Turn 2 with 2 mana, 2 1/1 grenadin and a 1/1 charge.
That way if uncontested u deal 7 total damage on turn 3 or if u have a rally, etc. U can swing for 12.
I was actually thinking of best ways to "draw a card" I just dont like how plunder replaces a card. Yet if im getting a mana flood i can see its uses. How much plunder is recommended? Im running 15 (units get +x/+x) effects and still don't get it sometimes.
As for the wolf goes. A lot of people say there are better options. I will agree that the wolf is not spectacular by any means, however all other 1/1s dont have the same synergy as the wolf does.
This deck is designed to deal damage using many weak units every turn. And wolf helps secure that ideal.
A wolf on turn 1, deal 1 damage.
A wolf on turn 4, pop player aegis, finish with burn/units.
Comparing wolf to autotread.
Both 1/1
Both deal 1 damage.
For wolf it stops there.
For autotread, pay 1, discard, gain +1/+1
Wolf has a higher chance of staying on the field than autotread. No one is threatened by a generic 1/1. Thats what makes it perfect to buff with a fast spell.
Autotread. The same reason its so favored, is the same reason I avoid using it. It grows. And its too slow for this deck.
Let's say with the perfect hand. Autotread turn 1, turn 2 pay 1 discard 1.
What are you going to discard? The buff spell? No. The grenadin drone? Why. You're meant to play many units not big ones. Oh what about a sigil?
On a perfect and you have 3 sigil. You wouldn't discard one when turn 3 is your power spike. May you get buffs, relics, or even a 4/1 dragon.
The deal 1 dmg, pop aegis. Thats it. Wolf is more efficient that regards.
Deal 1 damage,
Some other issues I have is not being able to create a swarm. 4 3/1s or 3 5/1s are nice, but I want a horde. Like 9+ every game. So im looking for ways to accomplish that.
-4 forge wolf (does too little)
-3 Kaleb's favor (your curve stops at 3, and you already have fire etchings)
-3 bladekin apprentice (it grows so slowly for this kind of deck)
-4 Urn of choking embers (spending a whole card on this kind of effect is a great way of losing the game due to running out of gas)
-2 Barricade basher. What if I told you you can play baricade basher without reckless or discarding a card? Well, that card exists. It's Prism Golem
-3 Light'em up (does too little) -2 Rampage(this deck goes wide not tall)
-2 Gaudy showman (too fragile. there are better cards for that effect)
Now to filling up the open slots:
Torch (just a great burn spell)
Oni Ronin (2/1 for 1 + warcry. This guy on turn one feels so good)
Oni Patrol (another great 1 drop, wonderful for going turn 1 one drop into turn 2 double one drop)
more copies of Assembly Line (great budget option at going wide and setting up lethal)
Fire Conjuring (stricktly better Rally. It's good to have more than 4 copies of this kind of effect)
Prism Golem 5/5 for 3 without downside. Good beater
Passionate Stonehammer: Has evasion. Berserk is soo good with rally or relentless pursuit
Censari Dervish or Stonescar Sawed-Off (much better than showman, help you push extra damage the turn they're played)
Thunder of Wings: Exhaust a grenadin to get a 4/1 with flying and charge. Good to bypass blockers
Finally the market:
Pillage can help you get rid of big lifesteal/endurance units
-Thunder of Wings move this to main deck
If you already have a copy, I suggest replacing Kaleb's Intervention with Melt Down.
Edict of Shavka if you face aegis or primal/justice units
Mindfire to help you get throgh blockers
Also with the torch spell, is torch fine or should I run the 2 mana fast spell version?
The original plan was speed.
1/1 charge or 1/1 wolf turn 1
Turn 2 with 2 mana, 2 1/1 grenadin and a 1/1 charge.
That way if uncontested u deal 7 total damage on turn 3 or if u have a rally, etc. U can swing for 12.
I lost 1 out of 5 games. And it was due to 5 turns of power cards. Vs a yellow and purple midrange lifegain deck Any way to avoid a power rush?